Thanks a lot, Egon, this one was a long time coming. Now may I ask again for a camera import method for .3ds? Or, more ambitiously, an fbx loader? I really need to be able to import a perfect camera. So much so, I have a huge game (5000+ lines) I wrote in Java I'm thinking of porting into Unity and converting it into its version of JavaScript just for the camera issue alone (Unity opens .max files).

Wrong thread, as this is about 1.22 and not 1.23..but anyway. GL20 and GL20Handler and the shaders are part of upcoming OpenGL ES 2.0 support. In 1.23, the classes are already there, but support is limited. There is a way to enable it anyway, but i won't tell... Just ignore them for now.

Just about the camera , it's very easy , you can parent a bone with two joints to the camera , bake the camera animation on top of it and export it with ogreMax then , you can use the bone to orient the camera , ( the first joint for the position , and the second for the orientation ( using lookat) )the small issue would be lenses and safe action zone , but it's not a huge problem

personally , since i do all the levels in maya ( or max , or softimage , or blender ) i would not need unity at all I export everything in obj ( or 3ds) , and I have the exact same scene in jpct by reading object names in the *.obj

Just about the camera , it's very easy , you can parent a bone with two joints to the camera , bake the camera animation on top of it and export it with ogreMax then , you can use the bone to orient the camera , ( the first joint for the position , and the second for the orientation ( using lookat) )the small issue would be lenses and safe action zone , but it's not a huge problem

personally , since i do all the levels in maya ( or max , or softimage , or blender ) i would not need unity at all I export everything in obj ( or 3ds) , and I have the exact same scene in jpct by reading object names in the *.obj